![]() No, it’s the timing and way in which environmental sound is used to make you feel dread. Like the visuals, it is not just a case of high-quality samples being used. ![]() However, I absolutely must give the sound in Dark Wood some major attention because I found it to be astounding. I know I don't give games enough coverage in regards to sound, ACG often reminds me of this in the amazing way he conveys good (and bad) sound work. This works by leaving an unnamed ‘body part’ at that location: this is a grim game for sure. For example, one allows you to heal once a day while standing near electric lights and another lets you see exactly where you are on the map. Once full you can give yourself a new ability and these certainly hint at a supernatural undercurrent. As you find various forms of meat, the game allows you to cook these morsels and fuse them into a syringe of meaty extract. Dead bodies litter the fields, buildings appear dilapidated and there are other things that are just not right. Right from the off it is clear this is going be a disturbing game everything you come across seems withered and caked in decay. You must then head out into the game world again to find clues, gather more resources and face the horrors of the forest. Surviving also gains you reputation with this NPC which you can use to buy much-needed resources. On surviving the night you will awake the next morning and be paid a visit from a trader. As the nights come to a climax so too does the eerie background music that would be right at home in John Carpenters The Thing or Stanley Kubrick’s The Shining. Light from your lamps will only keep certain dangers away, as you will discover. One way to keep intruders away, at least initially, is to find gasoline and keep your generator running through the night. This is not absolute safety however and soon things will come knocking on your door. There is also a great sense of uniqueness to the many locations in this game and I can’t remember seeing the same place twice.Īs you play day and night will occur naturally and when the darkness does come, the only safe place is within the shroud of mist created by your fireplace. The visuals for this are not revolutionary by any stretch but there has been a lot of work put into the animations and static visuals. Subtle shapes and misty figures can sometimes trick you into thinking danger is near. Like our own vision, what you see on the screen when not looking directly at that area can seem distorted. When trying to assess who (or what) is walking on the other side of a wall builds tension like you wouldn't believe. When walking through trees this same effect will send shadows reaching into the darkness ahead like gigantic black fingers and even tiny gaps in wooden walls will send a thin slither of vision through. This technique also adds a lot of atmosphere, just by opening a door your beam like vision creeps through the opening widening as the door creaks further to expose the horrors within. ![]() This will be obstructed by objects in the world and this gives a fairly accurate representation of what you're peepers can see. As you turn, what you see is represented from a cone of vision. However, the way this title uses this view is incredible. Some players might be put off by the top down view of this game, surmising that its capacity for horror will be diminished by a more old school chassis. ![]()
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